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Human-Computer Interaction – INTERACT 2011

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Cover of 'Human-Computer Interaction – INTERACT 2011'

Table of Contents

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    Book Overview
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    Chapter 1 Natural User Interfaces
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    Chapter 2 The Future of Distributed Groups and Their Use of Social Media
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    Chapter 3 Opportunities for Proxemic Interactions in Ubicomp (Keynote)
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    Chapter 4 Voice Games: Investigation Into the Use of Non-speech Voice Input for Making Computer Games More Accessible
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    Chapter 5 GraVVITAS: Generic Multi-touch Presentation of Accessible Graphics
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    Chapter 6 Designing a Playful Communication Support Tool for Persons with Aphasia
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    Chapter 7 How to Make Numerical Information Accessible: Experimental Identification of Simplification Strategies
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    Chapter 8 Blind People and Mobile Keypads: Accounting for Individual Differences
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    Chapter 9 Elderly User Evaluation of Mobile Touchscreen Interactions
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    Chapter 10 BrailleType: Unleashing Braille over Touch Screen Mobile Phones
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    Chapter 11 Potential Pricing Discrimination Due to Inaccessible Web Sites
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    Chapter 12 Measuring Immersion and Affect in a Brain-Computer Interface Game
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    Chapter 13 Understanding Goal Setting Behavior in the Context of Energy Consumption Reduction
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    Chapter 14 Designing a Context-Aware Architecture for Emotionally Engaging Mobile Storytelling
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    Chapter 15 Towards Emotional Interaction: Using Movies to Automatically Learn Users’ Emotional States
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    Chapter 16 Motion and Attention in a Kinetic Videoconferencing Proxy
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    Chapter 17 Making Sense of Communication Associated with Artifacts during Early Design Activity
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    Chapter 18 Children’s Interactions in an Asynchronous Video Mediated Communication Environment
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    Chapter 19 Effects of Automated Transcription Delay on Non-native Speakers’ Comprehension in Real-Time Computer-Mediated Communication
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    Chapter 20 Redundancy and Collaboration in Wikibooks
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    Chapter 21 Towards Interoperability in Municipal Government: A Study of Information Sharing Practices
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    Chapter 22 An Integrated Communication and Collaboration Platform for Distributed Scientific Workgroups
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    Chapter 23 IdeaTracker: An Interactive Visualization Supporting Collaboration and Consensus Building in Online Interface Design Discussions
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    Chapter 24 What You See Is What You (Can) Get? Designing for Process Transparency in Financial Advisory Encounters
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    Chapter 25 A Framework for Supporting Joint Interpersonal Attention in Distributed Groups
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    Chapter 26 Do Teams Achieve Usability Goals? Evaluating Goal Achievement with Usability Goals Setting Tool
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    Chapter 27 Supporting Window Switching with Spatially Consistent Thumbnail Zones: Design and Evaluation
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    Chapter 28 Evaluating Commonsense Knowledge with a Computer Game
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    Chapter 29 Remote Usability Testing Using Eyetracking
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    Chapter 30 A Means-End Analysis of Consumers’ Perceptions of Virtual World Affordances for E-commerce
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    Chapter 31 Improving Users’ Consistency When Recalling Location Sharing Preferences
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    Chapter 32 Navigation Time Variability: Measuring Menu Navigation Errors
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    Chapter 33 Challenges in Designing Inter-usable Systems
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    Chapter 34 Directed Cultural Probes: Detecting Barriers in the Usage of Public Transportation
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    Chapter 35 Image Retrieval with Semantic Sketches
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    Chapter 36 Mixer: Mixed-Initiative Data Retrieval and Integration by Example
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    Chapter 37 Speaking to See: A Feasibility Study of Voice-Assisted Visual Search
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    Chapter 38 Analysing the Playground: Sensitizing Concepts to Inform Systems That Promote Playful Interaction
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    Chapter 39 Comparative Feedback in the Street: Exposing Residential Energy Consumption on House Façades
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    Chapter 40 Are First Impressions about Websites Only Related to Visual Appeal?
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    Chapter 41 You Can Wear It, But Do They Want to Share It or Stare at It?
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    Chapter 42 Design and Evaluation of Interaction Technology for Medical Team Meetings
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    Chapter 43 How Technology Influences the Therapeutic Process: A Comparative Field Evaluation of Augmented Reality and In Vivo Exposure Therapy for Phobia of Small Animals
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    Chapter 44 You’ve Covered: Designing for In-shift Handoffs in Medical Practice
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    Chapter 45 A Taxonomy of Microinteractions: Defining Microgestures Based on Ergonomic and Scenario-Dependent Requirements
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    Chapter 46 Unifying Events from Multiple Devices for Interpreting User Intentions through Natural Gestures
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    Chapter 47 SimpleFlow: Enhancing Gestural Interaction with Gesture Prediction, Abbreviation and Autocompletion
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    Chapter 48 The Perception of Sound and Its Influence in the Classroom
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    Chapter 49 Encouraging Initiative in the Classroom with Anonymous Feedback
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    Chapter 50 U-Note: Capture the Class and Access It Everywhere
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    Chapter 51 Erratum: Design and Evaluation of Interaction Technology for Medical Team Meetings
Overall attention for this book and its chapters
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Title
Human-Computer Interaction – INTERACT 2011
Published by
Springer, Berlin, Heidelberg, January 2011
DOI 10.1007/978-3-642-23774-4
ISBNs
978-3-64-223773-7, 978-3-64-223774-4
Editors

Pedro Campos, Nicholas Graham, Joaquim Jorge, Nuno Nunes, Philippe Palanque, Marco Winckler

X Demographics

X Demographics

The data shown below were collected from the profile of 1 X user who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 14 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 14 100%

Demographic breakdown

Readers by professional status Count As %
Student > Master 2 14%
Professor 1 7%
Student > Doctoral Student 1 7%
Student > Ph. D. Student 1 7%
Professor > Associate Professor 1 7%
Other 0 0%
Unknown 8 57%
Readers by discipline Count As %
Arts and Humanities 2 14%
Computer Science 2 14%
Decision Sciences 1 7%
Unknown 9 64%